METHOD(XonoticGameWeaponsSettingsTab, showNotify, void(entity));
ATTRIB(XonoticGameWeaponsSettingsTab, title, string, _("Weapons"))
ATTRIB(XonoticGameWeaponsSettingsTab, intendedWidth, float, 0.9)
- ATTRIB(XonoticGameWeaponsSettingsTab, rows, float, 13)
+ ATTRIB(XonoticGameWeaponsSettingsTab, rows, float, 15.5)
ATTRIB(XonoticGameWeaponsSettingsTab, columns, float, 6)
ATTRIB(XonoticGameWeaponsSettingsTab, weaponsList, entity, NULL)
ENDCLASS(XonoticGameWeaponsSettingsTab)
void XonoticGameWeaponsSettingsTab_fill(entity me)
{
entity e;
+ entity weaponsApplyButton = makeXonoticCommandButton(_("Apply immediately"), '0 0 0',
+ "sendcvar cl_autoswitch;"
+ "sendcvar cl_weaponpriority;"
+ "sendcvar cl_weaponimpulsemode;"
+ , COMMANDBUTTON_APPLY);
+ weaponsApplyButton.disableOnClick = true;
me.TR(me);
me.TDempty(me, 0.25);
me.TD(me, 1, 2.5, e = makeXonoticHeaderLabel(_("Weapon Priority List (* = mutator weapon)")));
me.TR(me);
me.TDempty(me, 0.25);
- me.TD(me, 10, 2.5, e = me.weaponsList = makeXonoticWeaponsList());
- me.gotoRC(me, 11, 0.25);
+ me.TD(me, 9, 2.5, e = me.weaponsList = makeXonoticWeaponsList());
+ e.applyButton = weaponsApplyButton;
+ me.gotoRC(me, 10, 0.25);
me.TD(me, 1, 1.25, e = makeXonoticButton(_("Up"), '0 0 0'));
e.onClick = WeaponsList_MoveUp_Click;
e.onClickEntity = me.weaponsList;
+ e.applyButton = weaponsApplyButton;
me.TD(me, 1, 1.25, e = makeXonoticButton(_("Down"), '0 0 0'));
e.onClick = WeaponsList_MoveDown_Click;
e.onClickEntity = me.weaponsList;
+ e.applyButton = weaponsApplyButton;
me.gotoRC(me, 0, 3); me.setFirstColumn(me, me.currentColumn);
me.TD(me, 1, 3, e = makeXonoticCheckBox_T(0, "cl_weaponpriority_useforcycling", _("Use priority list for weapon cycling"),
_("Make use of the list above when cycling through weapons with the mouse wheel")));
me.TR(me);
me.TD(me, 1, 3, e = makeXonoticCheckBox(1, "cl_weaponimpulsemode", _("Cycle through only usable weapon selections")));
+ e.applyButton = weaponsApplyButton;
me.TR(me);
me.TR(me);
me.TD(me, 1, 3, e = makeXonoticCheckBox_T(0, "cl_autoswitch", _("Auto switch weapons on pickup"),
_("Automatically switch to newly picked up weapons if they are better than what you are carrying")));
+ e.applyButton = weaponsApplyButton;
me.TR(me);
me.TD(me, 1, 3, e = makeXonoticCheckBox(0, "cl_unpress_attack_on_weapon_switch", _("Release attack buttons when you switch weapons")));
me.TR(me);
me.TR(me);
me.TR(me);
me.TDempty(me, 0.2);
- me.TD(me, 1, 2.8, e = makeXonoticCheckBox(0, "cl_followmodel", _("Gun model swaying")));
+ me.TD(me, 1, 2.8, e = makeXonoticCheckBox_T(0, "cl_followmodel", _("Gun model swaying"), "-"));
makeMulti(e, "cl_leanmodel");
setDependent(e, "r_drawviewmodel", 1, 1);
me.TR(me);
me.TDempty(me, 0.2);
me.TD(me, 1, 2.8, e = makeXonoticCheckBox(0, "cl_bobmodel", _("Gun model bobbing")));
setDependent(e, "r_drawviewmodel", 1, 1);
+ me.gotoRC(me, me.rows - 1, 0); me.setFirstColumn(me, me.currentColumn);
+ me.TD(me, 1, me.columns, weaponsApplyButton);
}
#endif